refactor(packages): 0.R5 - the rest of the lazy starts are defaults - hints' rail (sized by hints_config), lab's CRC table, rpg's crafting / items / inventory / quests / dialog, shooter's weapons, prefs, and npc's and gameplay's empty ensures gone; gameplay's faction table sits beside its state, since a default names only what is declared before it; --tighten over their tests and examples
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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9e4f4edb92
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f516148e46
15 changed files with 73 additions and 169 deletions
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@ -11,52 +11,45 @@ const INV_MAX: int = 256
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# ---- item registry --------------------------------------------------------
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state RpgState {
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recipe_reg: Dict = null # recipe name -> id
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recipe_reg: Dict = Dict.new() # recipe name -> id
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recipe_n: int = 0
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recipe_out: pointers = null # output item name
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recipe_outqty: words = null
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recipe_out: pointers = pointers(CRAFT_MAX) # output item name
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recipe_outqty: words = words(CRAFT_MAX)
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ing_n: int = 0
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ing_rid: words = null # owning recipe id
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ing_name: pointers = null # ingredient item name
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ing_qty: words = null
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dlg_reg: Dict = null # tree name -> tree id
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ing_rid: words = words(CRAFT_ING_MAX) # owning recipe id
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ing_name: pointers = pointers(CRAFT_ING_MAX) # ingredient item name
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ing_qty: words = words(CRAFT_ING_MAX)
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dlg_reg: Dict = Dict.new() # tree name -> tree id
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dlg_tree_n: int = 0
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dlg_tree_start: words = null # first node id per tree
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dlg_tree_start: words = words(DLG_TREE_MAX) # first node id per tree
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dlg_node_n: int = 0
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dlg_node_tree: words = null
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dlg_node_text: pointers = null
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dlg_node_tree: words = words(DLG_NODE_MAX)
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dlg_node_text: pointers = pointers(DLG_NODE_MAX)
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dlg_choice_n: int = 0
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dlg_choice_node: words = null # owning node
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dlg_choice_label: pointers = null
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dlg_choice_next: words = null # next node id, or -1 to end
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item_reg: Dict = null
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dlg_choice_node: words = words(DLG_CHOICE_MAX) # owning node
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dlg_choice_label: pointers = pointers(DLG_CHOICE_MAX)
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dlg_choice_next: words = words(DLG_CHOICE_MAX) # next node id, or -1 to end
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item_reg: Dict = Dict.new()
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item_n: int = 0
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item_stackmax: words = null
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item_weight: words = null
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item_value: words = null
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inv_counts: Dict = null
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quest_reg: Dict = null # quest name -> id
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item_stackmax: words = words(INV_MAX)
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item_weight: words = words(INV_MAX)
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item_value: words = words(INV_MAX)
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inv_counts: Dict = Dict.new()
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quest_reg: Dict = Dict.new() # quest name -> id
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quest_n: int = 0
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quest_state: words = null
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quest_state: words = words(QUEST_MAX)
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obj_n: int = 0
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obj_qid: words = null # owning quest id
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obj_kind: words = null
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obj_target: words = null # a target id/tag (kind-specific; 0 = any)
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obj_need: words = null
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obj_have: words = null
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quest_flags: Dict = null # global flag store
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obj_qid: words = words(OBJ_MAX) # owning quest id
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obj_kind: words = words(OBJ_MAX)
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obj_target: words = words(OBJ_MAX) # a target id/tag (kind-specific; 0 = any)
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obj_need: words = words(OBJ_MAX)
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obj_have: words = words(OBJ_MAX)
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quest_flags: Dict = Dict.new() # global flag store
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}
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function item_ensure(rpg_st: mut RpgState) -> void {
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if rpg_st.item_reg == null {
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rpg_st.item_reg = Dict.new()
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rpg_st.item_stackmax = words(INV_MAX); rpg_st.item_weight = words(INV_MAX); rpg_st.item_value = words(INV_MAX)
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}
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}
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# Item.def(name, stack_max, weight, value) — register an item template. Returns id.
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@Namespace(Item) function item_def(rpg_st: mut RpgState, name: pointer, stack_max: int, weight: int, value: int) -> int {
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item_ensure(rpg_st)
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if rpg_st.item_n >= INV_MAX { return -1 }
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let id = rpg_st.item_n
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rpg_st.item_stackmax[id] = stack_max; rpg_st.item_weight[id] = weight; rpg_st.item_value[id] = value
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@ -64,7 +57,7 @@ function item_ensure(rpg_st: mut RpgState) -> void {
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Dict.set(rpg_st.item_reg, name, id)
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return id
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}
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@Namespace(Item) function item_id(rpg_st: mut RpgState, name: pointer) -> int { item_ensure(rpg_st); return Dict.get_or(rpg_st.item_reg, name, -1) }
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@Namespace(Item) function item_id(rpg_st: mut RpgState, name: pointer) -> int { return Dict.get_or(rpg_st.item_reg, name, -1) }
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@Namespace(Item) function item_value_of(rpg_st: mut RpgState, name: pointer) -> int {
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let id = item_id(rpg_st, name); if id < 0 { return 0 }
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return rpg_st.item_value[id]
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@ -73,7 +66,6 @@ function item_ensure(rpg_st: mut RpgState) -> void {
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# ---- per-owner counts -----------------------------------------------------
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property Inventory { gold: int = 0, weight_max: int = 0, slots: int = 0 }
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function inv_ensure(rpg_st: mut RpgState) -> void { if rpg_st.inv_counts == null { rpg_st.inv_counts = Dict.new() } }
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function inv_key(e: int, name: pointer) -> pointer { return `{e}/{name}` }
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event ItemAdded { e: int = 0, item: int = 0, qty: int = 0 } # item = registry id
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@ -82,14 +74,12 @@ event cancellable ItemUse { e: int = 0, item: int = 0 } # veto a use (
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# Inventory.add(e, name, n) — add n of an item; emits ItemAdded.
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@Namespace(Inventory) function inventory_add(rpg_st: mut RpgState, e: int, name: pointer, n: int) -> void {
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inv_ensure(rpg_st)
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let k = inv_key(e, name)
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Dict.set(rpg_st.inv_counts, k, Dict.get_or(rpg_st.inv_counts, k, 0) + n)
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emit ItemAdded(e: e, item: item_id(rpg_st, name), qty: n)
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}
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# Inventory.count(e, name) — how many the owner holds.
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@Namespace(Inventory) function inventory_count(rpg_st: mut RpgState, e: int, name: pointer) -> int {
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inv_ensure(rpg_st)
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return Dict.get_or(rpg_st.inv_counts, inv_key(e, name), 0)
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}
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@Namespace(Inventory) function inventory_has(rpg_st: mut RpgState, e: int, name: pointer) -> int {
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@ -98,7 +88,6 @@ event cancellable ItemUse { e: int = 0, item: int = 0 } # veto a use (
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}
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# Inventory.remove(e, name, n) — remove up to n; returns 1 if it had enough.
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@Namespace(Inventory) function inventory_remove(rpg_st: mut RpgState, e: int, name: pointer, n: int) -> int {
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inv_ensure(rpg_st)
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let k = inv_key(e, name)
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let have = Dict.get_or(rpg_st.inv_counts, k, 0)
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if have < n { return 0 }
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